Warrior
Recommended Build Guide — Classless System This file describes the Warrior recommended build: a curated path through Ashfall's shared skill trees designed for this build's core fantasy. Under the current rules, you are not locked to this build. Choose a chassis for your starting stats and proficiencies, then spend Character Points (CP) in any skill trees that match your character concept.
- Chassis selection and starting stats: see Chassis
- CP economy, spending rules, and milestones: see Character Points
- Full skill tree catalog: see Skill Trees
The ability descriptions, skill tree layouts, and feature details in this file remain the authoritative rules reference for those abilities. The CP values listed in the skill trees are the costs for purchasing abilities.
In the Wasteland, strength is the first language and violence is the only currency universally accepted. Warriors are the backbone of every settlement, the enforcers of every gang, the bulwark against every threat. They don't rely on tricks, technology, or arcane power — just steel, grit, and the unshakable conviction that they will not fall.
You are the Warrior. When the dust settles and the bodies are counted, you're still standing. You've taken hits that would kill lesser souls and walked away with scars to prove it. You don't need to be the smartest or the fastest — you just need to be the last one standing. And you always are.

Base Build (Levels 1-5)
Core Stats
| Attribute | Value |
|---|---|
| Primary Attributes | Might (MIG), Endurance (END) |
| Hit Die | d12 |
| HP at Level 1 | 14 + END modifier |
| HP per Level | 1d12 (or 7) + END modifier |
| Starting Humanity | 10 |
| Armor Proficiency | All armor, shields |
| Weapon Proficiency | All weapons |
| Save Proficiencies | Fortitude, Reflex |
| Skill Bonuses | Athletics +2, Intimidation +2 |
| Starting CP | 15 |
Starting Equipment
- Heavy melee weapon or martial weapon of choice
- Medium or heavy armor and shield
- Survival kit (bedroll, flint, canteen, 3 days rations)
Level Progression (1-5)
Level 1: Combat Stance & Second Wind
Combat Stance 1 Action: Choose one stance. You can switch stances as a 1-action activity. Only one stance can be active at a time. When you roll initiative, you may enter a stance of your choice as a free action (this does not cost an action on your first turn).
Each stance also has a Payoff — a free effect (no action required) that triggers once per round when the right combat event occurs while you are in that stance.
Aggressive Stance: +2 to all damage rolls, -1 to Defense Value (DV). Momentum: When you reduce an enemy to 0 HP while in Aggressive Stance, you can immediately move up to 10 feet as a free action. This movement does not provoke opportunity attacks. Once per round.
Defensive Stance: +2 to Defense Value (DV), -2 to all damage rolls. Ironclad: When an attack against you misses while in Defensive Stance, you gain +1 DV until the start of your next turn. This can trigger only once per round regardless of how many attacks miss. While your Grit passive is active (at or below half HP), Ironclad also triggers when you take damage from an attack — a body battered to the brink becomes harder, not easier, to bring down.
Balanced Stance: Gain +1 reaction per round (maximum 2 reactions). Combat Focus: When you use a reaction while in Balanced Stance, your next attack roll before the end of your turn has advantage. Once per round.
Design Note — Stance Switching: These payoffs reward committing to the right stance at the right moment — not at the start of combat, but in response to what is happening. Switching stances costs 1 of your 3 actions, which is real tension. A Warrior who started the round in Aggressive Stance can switch to Balanced 1 Action before using Retaliation Strike Reaction, then gains advantage on their follow-up attack. A Vanguard staying in Defensive Stance against a multiattacking enemy accumulates +1 DV from every miss, becoming harder to crack as the round progresses.
Second Wind 1 Action : Heal yourself for 2d10 + your Warrior level in HP and gain temporary HP equal to your Warrior level. Usable even in combat. For multiclassed characters, this scales with Warrior levels only, not total character level.
Bodyguard Reaction: When an enemy attacks an ally within 30 feet of you, you can use your reaction to move up to 15 feet toward that ally (this movement does not provoke opportunity attacks). If you end this movement within 5 feet of the ally, you become the target of the attack instead. All damage and effects apply to you; the original target takes none. You must be able to see the attacker. If you are already within 5 feet of the ally, no movement is needed. This movement follows normal terrain rules (difficult terrain costs double). Does not work against area-of-effect abilities, attacks from hidden/invisible creatures, or self-inflicted damage.
Retaliation Strike Reaction : When you are hit by a melee attack from an enemy within 5 feet, you can use your reaction to make a melee weapon attack against any enemy within 5 feet of you, including the attacker. This attack uses your normal attack bonus and deals normal damage. You can use Retaliation Strike only once per round. Note: Both Bodyguard and Retaliation Strike cost your reaction. You cannot use both in the same round — choose to protect an ally or counter-attack, not both.
Grit Passive: When your current HP (not counting temporary HP) is at or below half your maximum HP, reduce all incoming damage by your END modifier (minimum 1). Temporary HP does not count toward your current HP for this check. The Wasteland doesn't kill you — it just makes you angrier.
Level 2: Weapon Specialization
Choose one weapon group (Heavy Melee, Light Melee, Ranged Projectile, Ranged Energy, Thrown, or Unarmed). You gain +1 to all damage rolls with weapons in that group. This bonus increases to +2 at Level 10 and +3 at Level 15.
Level 3: Extra Attack
Extra Attack: When you use 1 action to Strike, you make two attacks instead of one. The second attack does not incur the multiple attack penalty. If you use additional actions to Strike, those follow the normal multiple attack penalty (-3 for the second Strike action, -6 for the third, etc.). Extra Attack can only trigger once per turn.
Level 4: Attribute Improvement
Increase one attribute by +2, or two attributes by +1 each (maximum 20 before modifiers).
Level 5 Capstone: Unbreakable
Unbreakable Passive : When you would be reduced to 0 HP, you instead drop to 1 HP and gain temporary HP equal to twice your level (10 temp HP at Level 5, 20 at Level 10, etc.). While you have this temp HP, you have advantage on all attack rolls and your Grit passive activates regardless of current HP. This ability recharges only after a long rest.
Skill Trees
Warriors have access to three skill trees, each costing CP to unlock features:
Combat Mastery (Offense-Focused)
- Power Strike (5 CP): Once per turn, deal an extra 1d6 damage on a hit.
- Cleave (10 CP, Requires Power Strike): When you drop an enemy to 0 HP with a melee attack, make a free melee attack against another enemy within reach.
- Devastating Critical (15 CP, Requires Power Strike): When you score a critical hit, roll all damage dice three times instead of twice.
Fortification (Defense-Focused)
- Armor Mastery (5 CP): Reduce all incoming physical damage by 2 (minimum 1).
- Stand Firm (15 CP, Requires Armor Mastery): You cannot be forcibly moved (knocked back, pulled, etc.) against your will unless you choose to allow it.
Tactical Operations (Team-Focused)
Magic Relationship
Warriors have no innate magical ability. However, they can learn cantrips by spending 15 CP per cantrip. Cantrips use the Warrior's Might modifier for attack rolls and save DCs. Warriors cannot learn leveled spells unless they multiclass or take a specific Mastery Path.
Advanced Specializations (Levels 6-10)
Warriors who reach level 6 have mastered the fundamentals of combat. Now they choose how to excel: protecting allies as an unyielding Vanguard, unleashing primal fury as a Berserker, or commanding the battlefield as a Warlord.
System Notes:
- All characters gain 10 CP per level from levels 6-10
- Short rest: 8 hours
- Long rest: 1 week
- Bounded accuracy: maximum total bonus of +18
- 3-action economy per turn
Vanguard (Tank/Protector)
The Vanguard is a living shield, standing between allies and death. They draw aggro, absorb punishment that would fell lesser warriors, and turn their body into an impenetrable fortress. When a Vanguard plants their feet, entire armies break against them.
Prerequisites: Level 6, Warrior build
New Skill Tree Unlocked: Bulwark (Vanguard only)
The Bulwark tree deepens the Vanguard's role as an immovable shield. Where the base Fortification tree makes you harder to hurt, Bulwark makes you impossible to bypass — a living fortress that enemies must reckon with or suffer the consequences.
Tier 1 Abilities (5 CP each)
- Unbreakable Ground (5 CP): While you have not moved since the start of your last turn, you gain +1 to Defense Value and you cannot be repositioned by effects that would move you 5 feet or less (shoves, minor force effects, etc.). Enemies who move out of your melee reach without taking the Disengage action cannot easily escape: each attempt requires a Reflex save (DC 8 + your proficiency bonus + your END modifier) or their movement ends. They may attempt again with subsequent actions but each attempt triggers a new save.
- Pain Response (5 CP): When you take 5 or more damage from a single attack, you gain advantage on your next melee attack roll before the end of your next turn. The pain sharpens your focus — every hit that lands just makes you angrier.
Tier 2 Abilities (10 CP each, requires one Tier 1 ability)
- Hold the Line (10 CP, Requires Unbreakable Ground): When a creature moves out of your melee reach without taking the Disengage action (provoking an opportunity attack), you can use your reaction to make that opportunity attack with advantage. If your attack hits, the creature's movement stops — it cannot complete the triggering movement. It can still take other actions and attempt to leave your reach again on subsequent actions.
- Reactive Shield (10 CP, Requires Pain Response): Once per short rest, when you take any damage from an attack, you can use your reaction to trigger the Taunt portion of Fortress Stance: all enemies within 10 feet must succeed on a Will save (DC 8 + your proficiency bonus + your END modifier) or make their next attack this round against you instead of any ally. You do not need to be in Fortress Stance. On a successful save, the enemy is unaffected.
Tier 3 Abilities (15 CP each, requires one Tier 2 ability)
- Last Bastion (15 CP, Requires Hold the Line): Once per short rest, when an ally within 10 feet would be reduced to 0 HP by an attack or effect, you can use your reaction to interpose yourself. That ally instead drops to 1 HP and all excess damage from the triggering attack is dealt to you instead. If this damage would reduce you to 0 HP, your Unbreakable feature (if not expended) triggers as normal — you are the last line. Example: The Medic is at 3 HP. An enemy deals 18 damage — the Medic would drop to 0. The Vanguard uses Last Bastion: the Medic drops to 1 HP instead, and the Vanguard takes 15 damage. If the Vanguard's Unbreakable hasn't been used, they cannot be dropped below 1 HP by this damage transfer.
Note: Some Vanguard abilities share names with Fortification skill tree abilities. The specialization version replaces the skill tree version if you have both — use the more powerful specialization version.
Level 6 Features
Shield Wall Reaction
Iron Skin Passive
Level 8 Features
Fortress Stance 2 Actions
- You and all allies within 10 feet gain +2 to Defense Value
- Choose one damage type (fire, cold, lightning, acid, poison, necrotic, radiant, psychic, or force) — you and allies within 10 feet gain resistance to that damage type
- Taunt: Enemies within 10 feet who want to make an attack against your allies must succeed on a Will saving throw (DC 8 + your proficiency bonus + your END modifier) or must direct that attack against you instead. On a successful save, the enemy can attack normally. An enemy can only be forced to redirect one attack per round — subsequent attacks from the same enemy that round are unaffected.
- You cannot move or be moved while in this stance
This stance ends immediately if you move voluntarily or are knocked unconscious.
Design note: The Vanguard is the only combatant in Ashfall who can literally redirect enemy aggression. This represents the pinnacle of defensive presence — enemies recognize the Vanguard as the existential threat and are compelled to confront them.
Example: Mira (Vanguard, L8, END +3, proficiency +4) enters Fortress Stance. Three raiders attack. Raider A (Will +0) rolls a 9 — below DC 15 — and must target Mira instead of the Medic they were advancing on. Raider B (Will +2) rolls a 14 — just below DC 15 — also must target Mira. Raider C rolls a 17 — success, attacks normally. The Medic stabilizes an ally while Mira absorbs two redirected attacks, which deal reduced damage thanks to the resistance aura.
Level 10 Capstone Ability
Immovable Object
- You cannot be moved, pushed, pulled, knocked prone, or teleported against your will
- You have advantage on all Fortitude saving throws
- When an enemy misses you with a melee attack, you can immediately make a free melee weapon attack against them (no action required)
This represents the pinnacle of defensive martial mastery — you become an absolute anchor point on the battlefield.
Berserker (Damage/Rage)
The Berserker channels raw, primal fury into devastating attacks. They trade defense for overwhelming offense, becoming a whirlwind of destruction in close combat. When a Berserker enters their rage, enemies learn the meaning of fear — those who stand before them rarely stand for long.
Prerequisites: Level 6, Warrior build
New Skill Tree Unlocked: Savage Techniques (Berserker only)
(Previously known as "Primal Fury" in early drafts — renamed to avoid collision with the L17 Berserker evolution "Berserker — Primal Fury." The L17 evolution retains the "Primal Fury" name.)
The Savage Techniques tree makes Rage more than a damage toggle — it becomes a state of escalating lethality. Every ability in this tree is conditional on Rage being active. Without Rage, these are inert. In Rage, the Berserker becomes something the Wasteland fears.
All Savage Techniques abilities require Rage to be active. If Rage ends, any active effects from Savage Techniques abilities end immediately.
Tier 1 Abilities (5 CP each)
- Savage Charge (5 CP): While raging, when you move at least 15 feet in a straight line and then make a melee attack against a creature at the end of that movement, the attack deals +1d6 bonus damage and the target must succeed on a Fortitude save (DC 8 + your proficiency bonus + your END modifier) or be knocked prone. The movement must be uninterrupted — you cannot change direction or stop mid-movement. Counts as part of your normal movement.
- Terrifying Fury (5 CP): While raging, once per round, when you reduce a creature to 0 HP with a melee attack, every enemy within 30 feet that can see you must succeed on a Will save (DC 8 + your proficiency bonus + your END modifier) or become Frightened of you until the end of their next turn. Creatures immune to fear are unaffected.
Tier 2 Abilities (10 CP each, requires one Tier 1 ability)
- Feral Leap (10 CP, Requires Savage Charge): While raging, once per round, spend 1 action to launch yourself up to 20 feet, ignoring difficult terrain and moving over spaces occupied by Medium or smaller creatures. This movement does not provoke opportunity attacks. If you land adjacent to a hostile creature, make one melee attack against them as part of this action (does not trigger Extra Attack).
- Warcry (10 CP, Requires Terrifying Fury): While raging, once per short rest, spend 1 action to unleash a terrifying warcry. All enemies within 30 feet that can hear you must succeed on a Will save (DC 8 + your proficiency bonus + your END modifier) or become Frightened of you for 1 minute. Frightened creatures may repeat this saving throw at the end of each of their turns, ending the effect on a success.
Tier 3 Abilities (15 CP each, requires one Tier 2 ability)
- Unstoppable (15 CP, Requires Feral Leap): While raging, at the start of each of your turns, you may move up to 10 feet toward a hostile creature you can see as a free action (additional to your normal movement, no OA). Additionally, while raging, you are immune to the Frightened condition and have advantage on saving throws against being Stunned or Paralyzed.
- Annihilate (15 CP, Requires Warcry): While raging, once per rage, when you hit with a melee attack, declare Annihilate as a free action (declare before rolling damage). The attack deals +3d6 bonus damage and ignores all damage reduction from armor. If this attack reduces the target to 0 HP, every enemy within 30 feet that can see you must make a Will save (DC 8 + your proficiency bonus + your END modifier) or become Frightened of you for 1 minute with no repeat save — this is an intentional exception to the general rule that fear effects allow repeat saves. On a success, they are unaffected. This ability resets at the start of each Rage.
Level 6 Features
Rage 1 Action
- +2 damage to all melee weapon attacks
- Advantage on all Might (MIG) checks and Might saving throws
- Resistance to physical damage (bludgeoning, piercing, slashing)
- You cannot cast spells or concentrate on spells while raging
Your rage lasts for 1 minute (10 rounds) or until you choose to end it as a free action. It ends early if you fall unconscious or if you don't attack a hostile creature or take damage since your last turn.
Uses: You can rage a number of times equal to your Endurance (END) modifier per short rest (minimum 1).
Level 8 Features
Reckless Strike Passive
- You gain advantage on all melee weapon attack rolls you make during this turn
- Attack rolls against you have advantage until the start of your next turn
This choice must be made before you roll. The risk is real — a reckless Berserker is harder to hit WITH but easier to hit BACK. Timing your Reckless rounds around Rage's damage resistance is the core skill expression of this ability.
Bloodlust Passive
Bloodlust creates targeting decisions: do you chase the kill on a weakened enemy to reset your Rage and gain momentum, or do you press the attack on the larger threat? A Berserker who chains kills stays in Rage indefinitely in large-scale combat — the Wasteland's apex predator.
Example: Dax (Berserker, L8) is raging. He's been in combat for 4 rounds — 6 rounds remain on Rage. He drops a raider to 0 HP with a Reckless Strike hit. Bloodlust triggers: Rage resets to 10 rounds, Dax gains 8 temporary HP. He pivots toward the raider captain with a full Rage running, temporary HP absorbing the first incoming blow.
Level 10 Capstone Ability
Deathless Fury
Each time you successfully use this feature during the same rage, the DC increases by 2 (DC 14, then DC 16, etc.). The DC resets when you begin a new rage.
This ability represents the berserker's refusal to fall while fury still burns in their veins.

Warlord (Tactical/Leadership)
The Warlord is a battlefield commander who turns the tide through strategy, not just strength. They coordinate allies, exploit openings, and orchestrate devastating combined attacks. A skilled Warlord multiplies their party's effectiveness, transforming a group of individuals into a precision war machine.
Prerequisites: Level 6, Warrior build
New Skill Tree Unlocked: Command (Warlord only)
The Command tree turns the Warlord from a "support character who also hits things" into a force multiplier embedded in the thick of combat. Unlike the Diplomat's coordination role (which operates primarily through social mechanics and pre-combat planning), the Warlord commands through melee presence — your hits create openings, your position creates formation bonuses, and your victories cascade into allied attacks. Everything here builds on Coordinated Strike.
Tier 1 Abilities (5 CP each)
- Mark Target (5 CP): When you hit an enemy with a melee attack, you can mark them as a free action (no additional action cost — declaring the mark is part of making the attack). Allies within 30 feet who can see you gain +1 to all attack rolls against the Marked target. Only one target can be Marked at a time. The mark ends when the target is reduced to 0 HP, when you Mark a new target, or when combat ends.
Tier 2 Abilities (10 CP each, requires one Tier 1 ability)
- Expose Weakness (10 CP, Requires Mark Target): When you hit your Marked target, choose one ally within 30 feet who can see you. That ally can immediately use their reaction to make one weapon attack against the Marked target. The ally may move up to 10 feet toward the Marked target before making this reaction attack; this movement does not provoke opportunity attacks from the Marked target.
- Formation Strike (10 CP, Requires Shoulder to Shoulder): When you and at least one ally are both adjacent to the same enemy, your melee attacks against that enemy deal +1d6 bonus damage. Additionally, when you hit an enemy that an ally is also adjacent to, that ally can use their reaction to reposition up to 5 feet to any other space adjacent to that same enemy (no opportunity attacks from the targeted creature for this movement).
Tier 3 Abilities (15 CP each, requires one Tier 2 ability)
- Coordinated Assault (15 CP, Requires Expose Weakness): Once per short rest, when you hit a creature with a melee attack, activate Coordinated Assault as a free action (declare immediately after the hit). Up to 3 allies within 30 feet who can see or hear you may use their reaction to make one weapon attack against that creature. Each ally acts independently in the order you designate. Note: This is distinct from Supreme Tactician (L10, 1/Long Rest): Supreme Tactician allows movement or attack as a proactive start-of-turn command without costing ally reactions; Coordinated Assault is reactive, triggered by your melee hit, and requires ally reactions. Example: Warlord Kai hits the raider captain — the Medic, the Operative, and the Gunslinger all use their reactions to attack the captain. Four attacks in a single turn for one Warlord action.
Level 6 Features
Tactical Command 1 Action
- Move up to half their speed without provoking opportunity attacks, OR
- Make one weapon attack
This represents your ability to direct allies into advantageous positions or create openings for additional strikes.
Battle Plan (Initiative Bonus) At the start of combat, before initiative is rolled, you can quickly bark orders to your allies. All allies who can hear you gain +2 to their initiative rolls for that combat.
Your tactical foresight allows your team to react faster than enemies expect.
Level 8 Features
Coordinated Strike Passive
This represents your ability to create openings for allies to exploit.
Inspiring Leader (Short Rest Feature) During a short rest, you can give a rousing speech of 1 minute or longer. Choose up to 6 friendly creatures (including yourself) who can hear and understand you. Each creature gains temporary hit points equal to your level + your Presence (PRE) modifier.
These temporary hit points last until the next short or long rest.
Example: At level 8 with PRE +3, you grant 11 temporary HP to each recipient.
Level 10 Capstone Ability
Supreme Tactician
This represents perfect battlefield orchestration — precise strikes and repositioning happen simultaneously at your command.
Game Master Note: This grants 2 allies a single attack or move each. Use this to turn the tide of the most critical battles.
Level 16: Unstoppable Force
Your momentum cannot be halted. Your melee attacks cannot be dodged with reactions (including opportunity attacks, parries, or defensive abilities). When you move through a space occupied by a hostile creature, you may force your way through — the creature takes 2d6 bludgeoning damage and you continue moving. You gain +1 to all attack rolls.
Level 17: Specialization Final Evolution
Vanguard — Unbreakable Shield
Your damage reduction from class abilities doubles. At Level 17 (proficiency +6), this produces the following explicit values:
- Iron Skin (your L6 Vanguard feature): base DR = half your proficiency bonus rounded down = DR 3 at L17. After doubling: DR 6 against physical damage.
- Armor Mastery (Fortification skill tree, if purchased): base DR = DR 2. After doubling: DR 4 against physical damage.
- Total physical damage reduction (if both Iron Skin and Armor Mastery are active): DR 10.
- Without Armor Mastery (Iron Skin only): DR 6.
These values are cumulative — each source of DR applies independently. At Level 17, enemies deal appropriate damage (typically 20-40 per hit against a high-level defender); DR 10 reduces this to 10-30, keeping the Vanguard durable but not invulnerable.
Ally benefit: Allies within 10 feet of you gain a bonus to Defense Value equal to half your total current DR value (rounded down). At maximum (DR 10), this grants allies +5 DV. At Iron Skin only (DR 6), allies gain +3 DV.
You can use your Shield Wall ability once per round as a free reaction — permanently, always available, not limited to Iron Champion State (Bulwark T3). This free use is in addition to your normal reaction — you retain your regular reaction for other purposes such as opportunity attacks or Retaliation Strike.
Berserker — Primal Fury
When you enter Rage, you immediately gain 3 actions instead of waiting until your next turn. Your Rage damage bonus increases by +3. While raging, you can make a single melee attack as a free action whenever an enemy misses you with a melee attack.
Warlord — Undeniable Command
Your tactical genius has evolved beyond command — it is compulsion. When you spend 1 action to use Tactical Command, the effect expands: instead of directing one ally, all allies within 30 feet who can see or hear you may immediately use their reaction to either move up to half their speed (no opportunity attacks) or make one weapon attack. Each ally acts independently and chooses their own response. The 1-action cost for Tactical Command does not change — you spend 1 action, and all allies within 30 feet respond via reaction.
Distinction from Supreme Tactician (L10): Supreme Tactician proactively commands 2 allies with no reaction cost. Undeniable Command upgrades Tactical Command itself — any time you spend that 1 action, every ally in range can respond. Supreme Tactician remains a separate, distinct ability with its own 1/Long Rest charge.
Additionally, at the start of each combat, you may designate a battle plan. All allies who follow the plan gain advantage on their first attack roll and +2 to Defense Value for the first round of combat.
Level 20 Apex Ability: Titan's Stand
Once per long rest (1 week)
For 1 minute, you embody the unstoppable force of the warrior's spirit. You become an immovable bastion of destruction.
Effects:
- You are immune to being moved against your will, knocked prone, stunned, paralyzed, or restrained
- At the start of each of your turns, you gain 30 temporary HP
- Your melee attacks deal an additional 3d6 damage
- Every melee attack you make automatically hits all enemy creatures within 5 ft of your primary target (no additional attack roll needed)
- You have advantage on Might checks and saving throws
- Difficult terrain costs you no extra movement
Drawback: When Titan's Stand ends, you immediately gain 1 level of exhaustion. The weight of such power takes its toll.